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Messages - DireKrow

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76
I finished Lemminas~ (for now). Replays attached. Note that these are all from the previous version, so prior to the Pand 16 fixes (though we already talked about that on the discord anyway). It gets about half of the talismans. I'll get the other half later.

Congratulations on getting it finished and released. Looking forward to seeing more levels from you in the future.

Also, the music is a standout.

77
Reviews / Re: DireKrow's Playthroughs & Reviews
« on: April 13, 2020, 03:17:21 AM »
MazuLems — Part 4 (Playthrough)

MazuLems 10 — Episode X - The Phantom Exit

Spoiler (click to show/hide)

MazuLems 11 — The Lemmyrinth

Spoiler (click to show/hide)

MazuLems 12 — The Brick

Spoiler (click to show/hide)

78
Reviews / Re: DireKrow's Playthroughs & Reviews
« on: April 12, 2020, 08:24:27 AM »
MazuLems — Part 3 (Playthrough)

MazuLems 7 — Crystal Clear Lemmings

Spoiler (click to show/hide)

MazuLems 8 — Achtung Lemming

Spoiler (click to show/hide)

MazuLems 9 — Holy Cow!

Spoiler (click to show/hide)

Since I was stuck on 9 for a while, I went ahead and solved 10 and 11 in the meantime. So provided 12 doesn't give me too much trouble, I should have the next update within a couple of days.

79
Reviews / Re: DireKrow's Playthroughs & Reviews
« on: April 12, 2020, 05:40:23 AM »
I've done some thinking about my rating system and decided to adjust it. I've changed the numbers for previous levels to suit the new system. Just so people aren't scared by the numbers of giving:

5/10 indicates that I'm indifferent towards it or have a mixed opinion. Generally this will be levels that are one of the follow:
- Sound as a puzzle but had things that bothered me
- Decent but forgettable (the kind of things people would call "pack filler" by modern standards)
- Levels that are really cool but not fun to play
- Levels that are fun to play but underwhelming as puzzles

If I give it >5, it means I enjoyed it, had a positive reaction or felt there was more to enjoy than not. If I give it <5, it means I didn't enjoy it, had a negative reaction or felt there were noticeable flaws. Expect most levels to get 4-7 out of 10, with 8s being reserved for puzzles I particularly enjoyed and 9-10s for absolute highlights and loty-standard stuff.

For things like Mazu, I am keeping in mind that these are old packs with tricks and designs that were novel at the time. However, I do want to use the same rating scale for everything if I can, which means I inevitably have to compare it to modern packs too. Bare that in mind if it seems like I'm being harsh.

80
Closed / Re: [DISC][PLAYER] The final new skill
« on: April 12, 2020, 12:32:44 AM »
The stoner specifically kills the user and not other nearby lemmings though. The bomber also does this. Sacrificial skills and skills which kill other lemmings are very different things, imo. I'm not completely sold on lemmings killing other lemmings being a good thing. That said...

Making the laser lethal serves as an interesting way to differentiate it from the fencer, however I think it greatly limits its use for freeing crowds from below. That's one of its main use cases, especially in L2, and would be in NL too due to its steeper angle compared to the fencer. Having to design or play around it so you could free the crowd without killing them feels... fiddly and not fun.


81
Closed / Re: [DISC][PLAYER] The final new skill
« on: April 12, 2020, 12:15:52 AM »
It doesn't make the fencer too redundant? I wasn't a fan of the tunneler for that reason. Two skills that dig diagonally up.

Because it feels like "why use the fencer when the laser blaster does the same thing except way better" except in the specific situation where a shallow angle is absolutely required

82
New Objects / Re: [DISC][PLAYER] The final new object types
« on: April 11, 2020, 11:47:43 PM »
:8(): Permanent skill assigner: No, this is getting out of hand. Just use a pick-up skill if you want a permanent skill to be only available after reaching a certain point.

I disagree with "just use a pickup". The assigner works on all lemmings so it avoids having to assign all 30 lemmings with whatever skill. Having a pickup of 30 climbers would be pretty tedious. Next, the fact the lemmings have to go to the position of the assigner rather than being able to assign the skills anywhere is very significant. It makes it stronger at preventing backroutes than a pickup, and it can be incorporated into the puzzle itself, if the challenge is getting the crowd to the assigner. It can also be a puzzle to avoid the assigner, either completely or with select lemmings

:8(): Gates that only let one lemming past: Not worth being a separate object since this is easy to set up with a button and gate.

You're assuming button activated gates get in, though. A trap which arms once one lemming goes past is a different thing and is worth including on its own in the event that gates do not. While I was making my LDC 20 levels, there was a couple of occasions where I really wish I could allow one lemming through an area without allowing the crowd access. Currently there's no easy way to do this without making the single worker a climber, floater, etc, but what if you don't want to or can't do that?

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Namida has made clear that screen wrap will only be coming back if it's also in a non-violating way: allowing the player to scroll continuously instead of surprising them when a lemming walks off-screen and comes back on the other side.

Why can't we just have a glowy effect on the map edges if wrap is in play, or something?

83
New Objects / Re: [DISC][PLAYER] The final new object types
« on: April 11, 2020, 09:29:31 PM »
Compared to skills - which I'm a bit picky about - there's honestly a lot of objects or modifications to existing objects that I could see being useful:

Non-assignment fields or surfaces
Permanent skill assigner, permanent skill remover
Allowing buttons to toggle hatches/traps/teleporters/etc
Traps (or doors?) that allow one lemming past then exclude all others
Portals, bi-directional teleporters, screen wrap
Blue/green hatches + blue/green exits
Neutralizer, un-neutralizer, un-zombifier
Springs/trampolines

84
Closed / [BUG][EDITOR] Lemming Requirements on Exit Bugs
« on: April 11, 2020, 05:41:20 AM »
In NeoLemmix editor 12.0:

1) If you set a 'Lemming' limit for an exit, that requirement will be reset to 0 when you use undo/ctrl+z at any point after that. This occurs even if you freshly load a level that already had these requirements set, then use undo. If there's multiple exits, all of them are reset.

2) If you type a non-zero value for 'Lemming' on an exit, then click on a different object with a numerical input box (such as water or one-way walls), the following two errors occur:
Spoiler (click to show/hide)

85
Closed / Re: [DISC][PLAYER] The final new skill
« on: April 10, 2020, 08:55:43 PM »
I echo Icho. It's a niche addition to an already niche feature. I'd be open to it as an extra effect of another skill, but if it kills zombies, it should probably kill all lemmings, and... a skill that kills other lemmings in the vicinity sounds potentially un-fun.

86
Closed / Re: [SUG][PLAYER] Two suggestions for selecting level music
« on: April 08, 2020, 07:40:35 PM »
I would definitely make use of music fallbacks if/when I made a pack. So count me interested in that.

87
Closed / [SUG][PLAYER] Surfaces/Fields that Prevent Skill Assignment
« on: April 07, 2020, 11:08:54 PM »
While I was reading the topic on the viability of L3D blocks (https://www.lemmingsforums.net/index.php?topic=4513), one that was brought up which showed some potential was ice / slippery blocks. For those unfamiliar, how they work in L3D is when a lemming steps on a slippery block, they slide along the surface in a forward direction until they reach the end of the slippery surface. During this time, they cannot be assigned any skills that would require them to stand still. So while there is outwardly a "wheeeee, sliding on ice~" factor, mechanically what they're mostly used for is to block skill usage when lemmings are standing in certain positions.

What I want to propose is a more general case. Rather than having it be ice or slippery surfaces in particular, I think there is potential in NL including some kind of terrain type, surface, object or field which prevents lemmings from being assigned new skills while they're standing on it, inside it, etc. The main applications include:

* As a puzzle element. A puzzle with an obstacle that would normally be trivial to overcome can be made more difficult or interesting by forcing the player to take a different route. A simple example: a small ledge can be built or fenced up, but if there's an anti-skill surface/field at the base of the ledge, the player will have to find another way (e.g. getting a lemming atop the ledge and mining down).

* As a way to prevent shortcuts, or to cover backroutes. This also provides an alternative that would allow the designer to keep these skills in play while preventing their use at this particular obstacle. Continuing from the above, perhaps the designer really wants to use a fencer in another part of the puzzle, but its presence allows them to shortcut to the exit through a ledge. They could place a surface/field at the base of the ledge that blocks this course of action.

In L3D, ice doesn't prevent the usage of bombers. In fact, some puzzles make use this fact in their intended solutions by having the player bomb to destroy a piece of ice, creating a surface they can use other skills from later. To that end, I'm most strongly in favor of something like how NL's one way walls work, where it's an object field that is visibly applied to terrain. If a lemming is standing on it, their skills are blocked. However, this terrain can still be destroyed (unless it's steel), which means an additional avenue in puzzle designs is having the player find a way to destroy the terrain to restore the usage of their skills in certain places.

Another possibility that the affected surfaces could become unclimeable/unshimmiable. That could be a whole discussion in itself.

What are people's thoughts?

88
Level Design / Re: Splat and danger hatches: yay or nay?
« on: April 04, 2020, 07:37:25 PM »
I largely agree with namida. They're not outlawed, but shouldn't be overused. I'd put them in a similar space to levels with no way to safely contain or delay the crowd while bridges are bring built, or levels where you have to compress the crowd to get them through traps. It feels bad to be genuinely unable to save lemmings, but their lives are a resource; one that can be spent to overcome obstacles. Don't be afraid to have puzzles which use this fact.

I agree that ideally, the puzzle should be figuring out how to save them while having enough skills left over to complete the level. Taking an existing puzzle, boosting the height of the hatch and giving the player 1 floater and a couple of builders doesn't feel meaningful and creates a weird first impression, I'd say. Though in something that aims to be a beginner pack or a standalone game, even that scenario is worth doing once and can serve a teaching purpose.

I don't like the variants where you have to save everyone and are thus forced to spam floaters until the bridge is built. If a puzzle has 20 lemmings and you can catch ten with the bridge, then a "10/20 puzzle" and a "20/20 puzzle with 10 floaters" are essentially the same thing, but one involves WAY more clicking without making the puzzle any more interesting. At least in NeoLemmix. In the original games, it's more meaningful because it adds a multitasking aspect.

I'd say my personal favorite iteration is when a level has two hatches, one safe and one unsafe, and the lemmings from the safe hatch have to save the lemmings from the unsafe hatch. LPI Wimpy 10 "Labyrinth of Despair" is a good example.

89
Reviews / Re: DireKrow's Playthroughs & Reviews
« on: April 03, 2020, 12:14:08 AM »
MazuLems — Part 2 (Playthrough)

MazuLems 4 — Can You Dig It?

Spoiler (click to show/hide)

MazuLems 5 — Two Minute Warning

Spoiler (click to show/hide)

MazuLems 6 — The China Syndrome

Spoiler (click to show/hide)

90
Reviews / Re: DireKrow's Playthroughs & Reviews
« on: April 02, 2020, 07:07:40 PM »
Added an addendum to Level 3 showing off the intended solution. Proxima asked some things on the discord, but I actually feel that the answers are worth putting here.

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Firstly, are you eventually planning to do reviews on the packs you've completed, like LPI?
No, at least not using this format. The fact it's a blind playthrough is an important aspect.
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Are you rating the level as a puzzle?
A mix of how much I enjoyed it and the quality of the puzzle. 5/10 means "indifferent / mixed / forgettable", while >5 means I had a positive reaction and <5 meaning I had a negative reaction. Expect the majority of levels to get 5-8, with 9s and 10s reserved for things I'd consider LOTY candidates. That said, this is very much in flux, I'm still figuring out exactly how I want to do it myself. All of the ranks so far are subject to change.
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I'm wondering if a Fun-type level that was really good at being a Fun-type level would get a high mark.
Yeah, I'm doing my best to not arbitrarily rank stuff higher or lower for being difficult. That said, I do feel there is a natural tendency for some of the harder levels to get higher marks, just because they tend to have more exciting puzzles. But for example, this is why I rated the first level 7/10 despite it being a pretty simple puzzle - because while it's not innovative, I think it suits its role quite well.

The first update was a lot of work, more than I was expecting, so I'm currently pondering ways to streamline the process a bit.

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